Type Method


Creates a physics body that is unaffected by forces or collisions but that can cause collisions affecting other bodies when moved.


class func kinematic() -> Self

Return Value

A new physics body object.


Use kinematic bodies for scene elements that you want to control directly but whose movement manipulates other elements. For example, to allow the user to push objects around with a finger, you might create a kinematic body and attach it to an invisible node that you move follow touch events. (In macOS, use the same technique to allow the user to move objects with the mouse pointer.)

For the body to participate in collision detection or respond to forces, you must attach it to the physicsBody property of an SCNNode object in a scene.

SceneKit automatically creates a physics shape for the body when you attach it to a node, based on that node’s geometry property. To create a physics shape that’s based on the geometries of a node and its hierarchy of children, or to control the level of detail in a physics shape, create the physics shape manually using an SCNPhysicsShape class method.

See Also

Creating Physics Bodies

init(type: SCNPhysicsBodyType, shape: SCNPhysicsShape?)

Creates a physics body with the specified type and shape.

class func `static`() -> Self

Creates a physics body that is unaffected by forces or collisions and that cannot move.

class func dynamic() -> Self

Creates a physics body that can be affected by forces and collisions.